I think the variable amount is just a bit too big.
I won't pretend to speak for everyone, but I think that might be the key takeaway here... it's not a problem that there is variability, but what variability there is may be too large.
Here's a half-thought out idea. Have something similar to Staff for arena-building, a "Contractor". You wouldn't hire a Contractor permanently like other Staff, but there would only be one Contractor available to use for your arena construction at any given time. Like Staff, the available Contractor would change periodically (it might need to be more often than available Staff turn over currently.)
Contractors would have ratings from 1 to 10 which measures their reliability. Under the hood, these ratings would map to some sort of profile on how the work proceeds. A really simple model might be: a level 10 contractor might have a 99% chance of having the arena progress advance a day at each update, while a level 1 contractor would have something like a 67% chance.
Edit: Maybe even have another dimension here. Lower skill contractors could have much lower probabilities of advancing large projects (say, addition of more than 1000 seats) than smaller ones, while higher skill ones are proficient in all. Or even have a couple of ratings for Contractors... reliability and "specialty" (large vs small projects, luxury boxes vs bleachers).
Anyway, just thinking out loud here. This is probably getting needlessly complicated for such a small part of the game.
Edited by oeuftete (1/24/2008 9:36:50 PM CET)Last edited by Mod-oeuftete at 1/24/2008 9:36:50 PM